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  1. /*************
  2.  * ambush.js *
  3.  *************
  4.  *
  5.  * Oh. Oh, I see. This wasn't quite part of the plan.
  6.  *
  7.  * Looks like they won't let you take the Algorithm
  8.  * without a fight. You'll need to carefully weave your
  9.  * way through the guard drones.
  10.  *
  11.  * Well, time to improvise. Let's mess with their programming
  12.  * a little, shall we?
  13.  */
  14.  
  15. function startLevel(map) {
  16.     function moveToward(obj, type) {
  17.         var target = obj.findNearest(type);
  18.         var leftDist = obj.getX() - target.x;
  19.         var upDist = obj.getY() - target.y;
  20.  
  21.         var direction;
  22.         if (upDist == 0 && leftDist == 0) {
  23.             return;
  24.         } if (upDist > 0 && upDist >= leftDist) {
  25.             direction = 'up';
  26.         } else if (upDist < 0 && upDist < leftDist) {
  27.             direction = 'down';
  28.         } else if (leftDist > 0 && leftDist >= upDist) {
  29.             direction = 'left';
  30.         } else {
  31.             direction = 'right';
  32.         }
  33.  
  34.         if (obj.canMove(direction)) {
  35.             obj.move(direction);
  36.         }
  37.     }
  38.  
  39.     map.defineObject('attackDrone', {
  40.         'type': 'dynamic',
  41.         'symbol': 'd',
  42.         'color': 'red',
  43.         'onCollision': function (player) {
  44.             player.killedBy('an attack drone');
  45.         },
  46.         'behavior': function (me) {
  47.           if(me.getY() == 11)
  48.                 return;
  49.           if(me.canMove('up'))
  50.             me.move('up');
  51.           else if(me.canMove('left'))
  52.             me.move('left');
  53.  
  54.         }
  55.     });
  56.  
  57.     map.defineObject('reinforcementDrone', {
  58.         'type': 'dynamic',
  59.         'symbol': 'd',
  60.         'color': 'yellow',
  61.         'onCollision': function (player) {
  62.             player.killedBy('a reinforcement drone');
  63.         },
  64.         'behavior': function (me) {
  65.  
  66.         }
  67.     });
  68.  
  69.     map.defineObject('defenseDrone', {
  70.         'type': 'dynamic',
  71.         'symbol': 'd',
  72.         'color': 'green',
  73.         'onCollision': function (player) {
  74.             player.killedBy('a defense drone');
  75.         },
  76.         'behavior': function (me) {
  77.           if(me.getY() == 11)
  78.             return;
  79.           if(me.canMove('up'))
  80.             me.move('up');
  81.           else if(me.canMove('right'))
  82.             me.move('right');          
  83.         }
  84.     });
  85.  
  86.     // just for decoration
  87.     map.defineObject('water', {
  88.         'symbol': '░',
  89.         'color': '#44f'
  90.     });
  91.  
  92.     map.placePlayer(0, 12);
  93.  
  94.     for (var x = 0; x < map.getWidth(); x++) {
  95.         map.placeObject(x, 10, 'block');
  96.         map.placeObject(x, 14, 'block');
  97.  
  98.         for (var y = 20; y < map.getHeight(); y++) {
  99.             map.placeObject(x, y, 'water');
  100.         }
  101.     }
  102.  
  103.     map.placeObject(23, 11, 'attackDrone');
  104.     map.placeObject(23, 12, 'attackDrone');
  105.     map.placeObject(23, 13, 'attackDrone');
  106.  
  107.     map.placeObject(27, 11, 'defenseDrone');
  108.     map.placeObject(27, 12, 'defenseDrone');
  109.     map.placeObject(27, 13, 'defenseDrone');
  110.  
  111.     map.placeObject(24, 11, 'reinforcementDrone');
  112.     map.placeObject(25, 11, 'reinforcementDrone');
  113.     map.placeObject(26, 11, 'reinforcementDrone');
  114.     map.placeObject(24, 13, 'reinforcementDrone');
  115.     map.placeObject(25, 13, 'reinforcementDrone');
  116.     map.placeObject(26, 13, 'reinforcementDrone');
  117.  
  118.     map.placeObject(map.getWidth()-1, 12, 'exit');
  119. }
  120.  
  121. function validateLevel(map) {
  122.     map.validateExactlyXManyObjects(1, 'exit');
  123. }
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